Player Owned Chopshop by Pug Development
Buy a garage, run a crew, strip cars for parts
Transform your FiveM server into a thriving economy with our collection of professional FiveM jobs scripts. Whether you're building a serious roleplay community or a casual gaming server, our FiveM job packs provide the foundation for immersive player experiences and engaging gameplay.
Buy a garage, run a crew, strip cars for parts
Skip a parole meeting and the bounty hunters come for you
Stash, armory, garage and boss markers set up without a restart
Scan stored faults, watch live data and flash hidden vehicle mods
One script replaces every restaurant resource on your server
Fourteen restaurant jobs preconfigured, from Burgershot to Bean Machine
Spin up unlimited player-run workshops with in-game menus
Per job vehicle rosters, test drives and an owner sales list
Tablet dyno runs, per wheel stance and mileage based servicing
Rope towing that every player on the server sees and hears
Track a marked car by digiscanner, then strip it for parts
Run Patoche's billiards bar, pull pints, mix cocktails, feed the office snake
Pan rivers, purify nuggets, and cash out to an NPC buyer
Synced hunting zones with chance-based hides and meat
Rope a car onto the flatbed and every player sees it
Turns winemaking into a multi-step job from picking grapes to labelling bottles
Player run showrooms with employee sales and trailer stock runs
A working Burgershot on Gabz with 40 delivery drops
First buyer owns the lab door, everyone else gets raided
Loans, test drives and a society cut on every vehicle sold
Tournaments, treasure maps and rod crafting on the water
Capture strays across Los Santos with deposit-backed job vehicles
One boss menu that runs a job, a business or a gang
Turns the Gabz Hornys map into a working restaurant job
Where several sellers have built the same career, they rarely build it the same way. One tow job is a list of waypoints, another syncs the ropes and expects the driver to actually load the car. One restaurant job is a counter and a menu, another runs prep, stock and a kitchen line. Read both product pages against how much attention your players give a shift, because the deeper version is wasted on a server where the job is a two minute money loop.
A career with stock, tools, wear and a boss menu needs somebody to run the business side. If your server does not have players who enjoy that, a simpler job that pays honestly will get more use. The middle ground, and usually the right answer, is one deep career for the role people actually roleplay and simple ones everywhere else.
Several sellers list in game builders rather than finished careers. They are the answer when the role you want does not exist: place the interaction points, set the grades, and the work is defined without waiting for somebody to write it. They are also how you keep a career that was built for another server from dictating your map.
A career resource touches money, jobs, grades and often the inventory. Confirm it can be pointed at the job names you already use, that it pays through the same banking resource as everything else, and that its items register with your inventory. Those three checks prevent most of the conflicts a new job causes.
Yes. Keep the job names and grades consistent with the ones your framework already defines, and confirm each resource pays through the same banking resource.
A finished career ships the locations, the work and the progression. A builder gives you the interaction points and the grade rules so you can define the role yourself, which suits servers with a map or an economy that does not match the defaults.
Anything that gives out items depends on your inventory resource. The supported ones are listed on each product page, and metadata support matters if the job hands over tools or stacked goods.